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  Topic Review (Newest First)
10-20-13 03:49 AM
Originally Posted by Tanrel View Post
ntaw, you're thinking command squad
*smacks forehead* Yes, yes I am. The HG is way more costly, and if I'm not mistaken (which I may be, now that I'm all doubtful) they can't take SSs. Still, downgrading to a Captain and taking the CS wouldn't hurt much, I still feel that would be a more effective CC unit despite dropping in and not being able to charge the turn they arrive.
10-20-13 03:27 AM
Tanrel ntaw, you're thinking command squad, not honor guard, but I get what you're saying. I could even drop the master down to a captain and get the command squad instead.
10-18-13 02:21 AM
Varakir Looks like a fun list, but like Mantis said i think you are being a little stringent on troops.

Also, your HQ is really expensive for 1000 points - have you considered taking a MOTF instead?

It would be quite fluffy with the Iron Hands, he gets free artificer armour and free power fist attacks with the servo harness. You could still give him the shield to get an invulnerable save.

His wounds suck compared with the CM, but you do get bolster defences - you could sit your scouts in a 2+ cover save on a home objective and they can still fire.
10-18-13 02:02 AM
ntaw It was more a curiosity, but since you ask...

I've been toying with the numbers in your list, and if you dropped the Shield Eternal down to a mere Storm Shield you would have 230 points to spend on a dieseled Honour Guard instead of the RAS. 195 if you don't include the Drop Pod cost. Even a 5 man Honour Guard with five Storm Shields is only 150 (155 if you drop a SS vet for a Apothecary for that glorious FnP). Lower model count, but way more survivable. Garnish with Power Weapons as necessary. Assault squads fold easy in combat against a real CC oriented unit.

By no means a necessary change, really just something I kinda want to do with that new Vanguard box.
10-18-13 01:37 AM
Tanrel Mostly shields for the Chapter Master, but they're a semi-cheap close combat unit that I can deep strike right into the heart of my opponent's line. It's another thing to draw fire away from the scouts too if they come in turn 2. If you have any suggestions for replacements, I'm open to ideas.
10-17-13 03:23 PM
Originally Posted by Tanrel View Post
Assault Squad x9 - Veteran Sergeant, x2 Lightning Claws, Drop Pod - 193
This is the only thing that bugs me here. What are you intentions with this unit? I get why you need a third drop pod, but what's the tactic behind footslogging RAS?
10-17-13 01:39 PM
fatmantis if you plan to go 2nd you could lose this game on t1. 10 scouts wont stand up to to much shooting with so many things that can ignore cover these days.
its a very all or nothing list. but i like that shows guts! id love to know how it works out.
10-17-13 02:30 AM
Space Marines 1000pts

CT: Iron Hands

Chapter Master - Shield Eternal, Artificer Armor, Power Fist - 225

Scouts x5 - Camo Cloaks, Snipers - 70
Scouts x5 - Camo Cloaks, Snipers - 70

Ironclad - x2 Heavy Flamers, Drop Pod - 180
Ironclad - x2 Heavy Flamers, Drop Pod - 180

Assault Squad x9 - Veteran Sergeant, x2 Lightning Claws, Drop Pod - 193

Hunter - Hunter Killer Missle - 80

I will always try to go second. Two Ironclads come in my first turn dropping next to, and flaming, squishy squads or things that can't deal with the Dread's, scouts hole up in buildings for the 3+ cover, and if they get shot at too much, have them go to ground for 2+. While my opponent has to deal with two Ironclads, next turn, hopefully, I'll get my assault squad in to take on the enemy warlord or other beefy squads.

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